General Discussion

General DiscussionA Suggestion

A Suggestion in General Discussion
BlueSam

    For the hero performance stuff (GPM, winrate etc.), how about having a bar for the average performance on that hero next to/beneath the average performance on that hero, so we can see which heroes we're farming well on and which we're just on a hero that is better at farming (for example [making up completely garbage numbers throughout], looking at an example carry player's graphs tells you that they have an average GPM of 600 on alchemist, and 550 on faceless void, which would look like they're better on alchemist, but the new bars tell you that that the average GPM on alchemist is 650, but for void only 500, so they're better than average on void, but worse on alchemist.

    Relentless

      I like this idea. It would be nice to have a direct comparison to the averages. But the typical performance for a hero varies a lot depending on the skill level of the game. This is definitely something that requires dotabuff-Plus data to do correctly.

      You can manually compare that information currently if you like. For example...

      Alchemist and Void avg gpms in different DBR brackets
      Diamond: Alch 550 Void 463
      Platinum: Alch 527 Void 440
      Gold: Alch 463 Void 380
      Silver: Alch 470 Void 398
      Bronze: Alch 437 Void 378

      It is interesting how farm generally goes up with skill level...but the ability to gank does also so farming is harder in the higher level games.

      What about 10 min lasthitting? This shows the number of lasthits obtained at 10 min into the game. I rounded to the nearest lasthit.

      Diamond: Alch 46 Void 47
      Platinum: Alch 44 Void 43
      Gold: Alch 36 Void 33
      Silver: Alch 37 Void 36
      Bronze: Alch 33 Void 32

      Again it seems that Silver carries can lasthit better than Bronze...but reaching Gold level the opponents are better able to limit the farm right from the start of the game. Then moving on up to Platinum and Diamond (roughly equivalent to High and Very High games) lane control for the carry improves as does lasthtting again as supports begin to really understand how to protect the carries farm.

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